Effects of the Good Behavior Game on Students’ Academic Engagement in Remote Classrooms During the COVID-19 Pandemic

Author:

Hier Bridget O.12,MacKenzie Connor K.2,Ash Tory L.23,Maguire Samantha C.2,Nelson Kaytlin A.2,Helminen Emily C.2ORCID,Watts Emily A.2,Matsuba Erin S. M.2,Masters Ellen C.2,Finelli Carly C.24,Circe Joshua J.2,Hitchings Taylor J.2,Goldstein Alec R.2,Sullivan William E.5

Affiliation:

1. State University of New York-Cortland, USA

2. Syracuse University, NY, USA

3. University of Wisconsin-Madison, USA

4. Lancaster Central School District, NY, USA

5. SUNY Upstate Medical University, Syracuse, NY, USA

Abstract

This multiple-baseline design study examined the effects of the Good Behavior Game (GBG) on class-wide academic engagement in online general education classrooms. Teachers in three third- through fifth-grade classrooms in the state of New York implemented the GBG remotely during the COVID-19 pandemic. Treatment integrity was supported using aspects of implementation planning and by providing emailed performance feedback. Teachers’ perceived usability and students’ perceived acceptability of the GBG were assessed. Visual analysis results indicated two clear demonstrations of an effect, but experimental control was limited by smaller and delayed effects in one classroom. Statistical analyses of the data suggest that implementing the GBG was associated with moderate to strong, statistically significant improvements in students’ academic engagement in all three classrooms. Teachers reported that the GBG was usable in their online classrooms, and students reported finding the intervention acceptable to participate in remotely. These results provide initial support for further examining the effectiveness and social validity of using the GBG to improve elementary students’ academic engagement during remote instruction.

Publisher

SAGE Publications

Subject

Applied Psychology,Developmental and Educational Psychology,Pediatrics, Perinatology and Child Health

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